Rise of the Runelords

Colhad Lowiron

A dwarf of typical stature and build; however, unlike most dwarfs, all of the hair on his body has been shaved clean and his face is adorned with tattoos.

Description:

Basic Stats

Class: Soldier 8

Species: Dwarf

Specialty: Shield Bearer

Experience: 26255

Vitality: 128

Wounds: 18

Defense: 24/18(FF)/20(No Shield)

DR: 7/8, Edged 3

BAB: 8

Initiative: +6 = 5 + 1

Speed: 20ft

Action Dice: 4d6

STR

17

+3

Fortitude

+8 = 4 + 4

DEX

12

+1

Reflex

+3 = 2 + 1

CON

18

+4

Will

+7 = 6 + 1

INT

12

+1

Unarmed

+11

WIS

12

+1

Melee

+11

CHA

12

+1

Ranged

+9

Skills

Skill

Key Attribute

Skill Bonus (Rank + Mod)

Threat/Error

Class Skill

Focuses

Acrobatics

Dex

7 = 6 + 1

1 / 20

origin

Athletics

Str

12 = 9 + 3

1 / 20

yes

Crafting

Int

2 = 1 + 1

1 / 20

yes

Metalworking

Intimidate

Wis

9 = 8 + 1

1 / 20

yes

Notice

Wis

9 = 8 + 1

1 / 20

yes

Resolve

Con

12 = 8 + 4

1 / 20

yes

Search

Int

2 = 1 + 1

1 / 20

yes

Sense Motive

Wis

8 = 7 + 1

1 / 20

origin

Survival

Wis

2 = 1 + 1

1 / 20

yes

Tactics

Int

7 = 6 + 1

1 / 20

yes

Interests

Total Studies: 4

Languages

Studies

Common

Dwarven Customs

Dwarven

Honor

Janderhoff

Tales of Dwarven Heroism

Class Abilities

Darkvision I

Species. Ignore the effects of dim and faint light.

Enlightened Crafting

Species. Max Crafting ranks = level + 5

Improved Stability

Species. Large for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts when standing firmly on ground.

Iron Gut

Species. +2 insight bonus with saves against disease and poisons.

Restricted Actions

Species. Kick attacks, Jump and Swim checks are untrained.

Thick Hide 2

Species. Considered to be wearing partial armor with DR 2.

Agile Defense

Specialty. Your base Defense increases by 1.

Melee Combat Expert

Specialty. You’re considered to have 2 additional Melee Combat feats for any ability based on the number of Melee Combat feats you have.

Practiced Resolve

Specialty. If you spend an action die to boost a Resolve check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.

Accurate

Soldier. Your finely honed physique is your deadliest weapon. Each time you spend 1 action die to boost an attack check, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4).

Armor Use II

Soldier. You gain a +2 bonus to Defense while wearing armor and receive a 25% discount when purchasing armor.

Soldier. You stand fast in battle, especially when the pressure’s on. At Level 2, you gain Damage Reduction 1. During dramatic scenes, this DR increases to 2

Weapon Specialist – Killer Instinct

Soldier. You inflict 2 additional damage with proficient attacks.

Feats

All-Out Attack (Melee)

At the start of your Initiative Count you may accept a penalty with your attack and skill checks of up to -4 to gain an insight bonus with melee damage rolls equal to twice that number until the start of your next Initiative Count. If any of your attacks miss this round, you become flat-footed at the end of your current Initiative Count.

Armor Basics (Basic)

While you wear armor, its Defense penalty drops by 1, its ACP drops by 1, and its Speed penalty drops by 5 ft. (min 0).

Axe Basics (Melee)

When you wield an axe it gains hurl and you gain a stance.Punish the Defiant (Stance): Opponents who haven’t moved since your initiative count last round are denied their Dexterity bonus to Defense against your melee attacks

Axe Mastery (Melee)

When you wield a 1-handed axe it gains bleed and when you wield a 2-handed axe its gains guard +2.Sundering Chop (Axe Attack Trick): Your attack also inflicts the same damage on 1 piece of gear on the target’s person (your choice).

Axe Supremacy (Melee)

Your Strength score rises by 1 and you gain a trick.Cleave in Twain (Axe Attack Trick): If your target is a standard character with a lower Strength score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.

Shield Basics (Melee)

You gain a +4 gear bonus with Bull Rush when you are armed with a shield, and you gain a stance.Phalanx Fighting (Stance): Each adjacent ally gains +1 to Defense and Reflex, or +2 if you are wielding a weapon with guard +2 or higher.

Shield Mastery (Melee)

When you wield a shield, the armor piercing and keen qualities of attacks against you are reduced by the number of Melee Combat feats you have. Also, you gain a trick.Shield Slam (Shield Attack Trick): When dealing subdual damage, if the target fails the save against subdual damage, he is also stunned for 1 round.

Shield Supremacy (Melee)

When you wield a shield its guard quality increases by +2. Also, you gain a trick.Throw Them Back! (Shield Total Defense Trick): Each opponent who tries to move into a square adjacent to you must make a Fortitude save (DC 10 + your Str mod + the number of Melee Combat feats you have) or end their movement in the previous square.

Proficiencies, Stances, and Combat Tricks

Proficiencies

Unarmed

proficient

Blunt

forte

Edged

forte

Hurled

proficient

Bows

proficient

Black Powder

none

Siege Weapons

none

Stances

Phalanx Fighting

Each adjacent ally gains +1 to Defense and Reflex, or +2 if you are wielding a weapon with guard +2 or higher.

Punish the Defiant

Opponents who haven’t moved since your initiative count last round are denied their Dexterity bonus to Defense against your melee attacks

Combat Tricks

Armored Assurance (Melee Attack Trick):

The character’s faith in his durability instills him with confidence. If his total DR is greater than his target’s, he gains a +2 morale bonus with this attack check.

Cleave in Twain (Axe Attack Trick):

If your target is a standard character with a lower Strength score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.

Fully Engaged (Melee Attack Trick):

When an opponent has been adjacent to the character for at least 1 round and not attacked him since his last Initiative Count, the character may roll damage twice, keeping the result he prefers.

Shield Block (Initiative Action)

Specialty. Once per round when the character has a readied shield and isn’t flat-footed, after he’s hit by an unarmed or melee attack but before damage is rolled, he may make a Fortitude save (DC equal to the attack check result). With success, the attack’s damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).

Shield Slam (Shield Attack Trick):

When dealing subdual damage, if the target fails the save against subdual damage, he is also stunned for 1 round.

Sundering Chop (Axe Attack Trick):

Your attack also inflicts the same damage on 1 piece of gear on the target’s person (your choice).

Throw Them Back! (Shield Total Defense Trick):

Each opponent who tries to move into a square adjacent to you must make a Fortitude save (DC 10 + your Str mod + the number of Melee Combat feats you have) or end their movement in the previous square.

Possessions and Lifestyle

Panache: 0

Coin in Hand

Prudence: 3

Stake

Income: 0s

Appearance: 0

0s

Saved 25%

294s

Reputation and Renown

Reputation: 43

Legend: 4

Heroic Renown:

4

Title:

Sturdy Hero

Military Renown:

4

Title:

Knight Captain of Fort Rannic

Noble Renown:

0

Title:

None

Gear

Description

Weight

Cost

Axe

1d10+1 lethal, 20, AP2, Hook, Superior, Trip, S/1h

20 lbs

55s

Bow, Reflex

1d6 lethal, 20, AP2, poisonous, 30 Arrows, M/2h

5 lbs

40s

Chainmail (Moderate, Light Fittings)

DR 3+1, Edged 3, DP -1, ACP -1, SPD -5ft, Disquise -10

46 lbs

280s

Scale Mail(Moderate, Dwarf, Lightweight, Heavy Fittings)

DR 4+2, Edged 3, DP -2+2, ACP -2+1, SPD -10+10ft, Disquise Obvious

46 lbs

1575s

Large Sack

Contents: Rations (x3), Whistle.

15.6 lbs

10s

Blood Shield

1d4 subdual, 20, Guard +2, Bloodsworn (Harm’s Way I), Blood Shield

20 lbs

10s

Booze

Reduce shaken by 1 (0/3 uses)

—

15s

Bedroll

Cold Resistance 4

3 lbs

5s

Canteen

Holds 2 quarts of liquid

1/2 lbs

5s

Rations x4

feeds 1 person for a day

2 lbs

20s

Bio:

Colhad Lowiron was born into high standing in the Lowiron clan in the Dwarven stronghold of Janderhoff. His clan wasn’t large, but was respected by those in Janderhoff.

Following in the Lowiron tradition, Colhad joined the military and soon rose in the ranks to become the head of guarding the northern tunnels. Colhad soon became comfortable in his position. He was in good standing and was respected by his men.

One day, one of the patrols returned with the news that they had encountered a surprisingly large goblin patrol. Thinking nothing of it, Colhad dismissed the news as an exaggeration. Less than a week later, a large force of goblins pushed through the tunnels into Janderhoff through the area Colhad was stationed. Many of his men were killed defending from the attack. They managed to hold off the attack with reinforcements from other sections, but not before some of the goblin raiders had pushed into the fringes of the residential districts.

The goblins were repelled, but not without losses. Colhad was clearly to blame for the severity of damage brought on by the attack. His clan was shamed by his actions, with the other clans even looking to punish the entire clan for this mistake.

To prevent the ruin of his clan, Colhad took it upon himself to exile himself from his clan and Janderhoff and to seek to achieve a feat great enough to redeem his clan and his failure. Colhad soon came to accept that a glorious death in battle could be the only way to achieve this goal. To show his exile, Colhad shaved all the hair form his body and adorned his face with tattoos.

Though his exile helped lessen the dishonor brought onto his clan, some of the other clan still look on the Lowiron name with distaste and several of the Lowiron hold grudges against Colhad for bringing this state of affairs onto them.

His travels of brought him to Magnimar, where he heard of the strange goblin presence from the local Sheriff. Seeing that Colhad showed interest in the matter, the Sheriff directed Colhad to Sandpoint.